Arcadia 30 Color
Arcadia 30 Color
Arcadia 30 Color
Miska Fredman
Managing eDitors
James Introcaso, Hannah Rose Interior Illustrators
“Magic for the People”: Gustavo Pelissari
authors “The Crossroads”: Marcela Medeiros
V.J. Harris, Sadie Lowry, Erin Roberts “The Last Seven Notes”: Zuzanna Wuzyk
eDitors MCDM Contract QA
Scott Fitzgerald Gray, Ashley Michaela Lawson,
Sadie Lowry Senior Tester
sensitivity consultant Spencer Hibnick
Kiki Nicole Testers
Playtest Director Nathan Clark, Cassandra “Dig” Crary, Alecson de
Lars Bakke Lima Junior, James Dewar, Anna Guimarães, Alex
Hencinski
layout
Jen McCleary MCDM Team
title logo Lars Bakke: Development & Production
Tom Schmuck Jerod Bennett: Technology
Grace Cheung: Art
accessibility Matt Colville: Writing & Design
Chris Hopper Nick De Spain: Art & Art Outsource Management
Music Jason Hasenauer: Art & Art Direction
Composed by Austin Caughlin James Introcaso: Lead Game Designer
Recorded and Mixed by Rich Isaac
Playtesting
coMMunity coorDinator
John Champion
Playtest Coordinators
Aaron Flavius West, davidqshull, Durante Bozzini,
custoMer suPPort Iris Gorton, ItsTheITGuy, Jarrad Tait, Joel Russ,
Bobby McBride Madeleine Bray, Matthew Vansprang, Roman Penna,
Meg Hanna
illustration Playtesters
art Director Alex Chapman, Andre Haftevani, Aradesh, Lorenzo
Nick De Spain Venegas-Villa, Otto "ohartenstein23" Hartenstein,
Sami Khan, Sigma
cover artist
Zachary Madere
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Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License
version 1.0a, Section 1(e), and are not Open Content: All content which is not included in the Systems Reference
Document version 5.1 or has otherwise been specifically designated as Open Game Content, including Magic for
the People, The Crossroads, The Last Seven Notes, all Trademarks, registered trademarks, proper names (including
the names of characters, place names, monsters, organizations, new spells, new abilities, etc.), dialogue, plots, story
elements, locations, characters, artwork, graphics, sidebars, and trade dress.
2
Rules Magic Items NPCs
Magic for the People
Erin Roberts
Bringing folk magic practices to your magical world
14
Rules NPCs
The Crossroads
V.J. Harris
An extraplanar marketplace where you can get whatever you can’t get anywhere else
23
Adventures Monsters
The Last Seven Notes
Sadie Lowry
38
A 7th-Level adventure about weaving song and soothing a soul
Glossary
39 Resources
by Erin Roberts
T
he high-powered and high-impact spells of
sorcerers, wizards, and warlocks may turn the
The Thread
tide during epic adventures, but they don’t
The name of the Thread’s founder has been lost to time,
need to be the only form of magic in your
but it is said they once practiced their craft for a pow-
fantasy world. Folk magic is the magic of daily life,
erful leader—until a disastrous failure. The story’s details
focused on bringing health, happiness, prosperity, and
shift from region to region—in one place, the founder
protection to the everyday inhabitants of fantastical set-
was a rune doctor attempting to help a queen win a war;
tings. Its practitioners go by many names—hedge mage,
in another, they were a fortune teller trying to keep a
wise one, crafter, sage—and draw on their knowledge of
wealthy merchant from certain financial ruin—but all
folk magic to create healing items, mix potions, set and
end the same way. The unhappy practitioner was ban-
remove curses, and make predictions about love, money,
ished from their homeland, a single thread set loose and
and happiness. Some use these talents to become fixtures
drifting from the weave. As they made their way from
of their local communities, others discreetly provide their
place to place, they found others like them, binding skills
services to those they know and trust, and still others
and fates together to make a fabric of their own. The
travel from place to place, plying their craft for those
founder named this newfound family the Thread, both
who need them. All may, in the end, become part of the
to remind them where they came from and to honor the
Thread.
connection they provide to any and all who may need
The Thread is a cross between a refuge and a life-
them.
line—a loose organization of folk magic practitioners
Today, the Thread is a thriving community of folk
that stretches across nations, providing its members with
magic practitioners that is broader and deeper than any
solidarity, community, and the uncanny ability to be
single place or practice. Although there is an organized
there when they are needed most. As a group that spans
group at its core—providing sanctuary to those who
places, practices, and perspectives, the Thread can shift
need a place of refuge, training in folk magic to those
itself as the situation warrants, providing everything
who want to learn more, and supplies to those who
from training in the practice of folk magic to a vital port
practice folk magic as their craft—the Thread remains
in a storm. Use the Thread as an organization, or use the
connected to many practitioners whose lives it has
practitioners, items, and folk magic practices below as
touched and who remain a part of its work and reach.
additional content for your own world.
Those who stay part of the Thread are offered informa-
tion about new ideas and concoctions, advice from those
whose practices may be different but whose concerns
are similar, opportunities to help those who may need it,
and a helping hand in times of crisis. In return, they are
asked simply to share any information and assistance
they can.
Kamira Suhan
Kamira Suhan (CG tiefling druid; she/her) has always
dreamed of events yet to come, sometimes even while
awake. When the dreams were bad, she tried to warn
those in danger, but the warnings never helped. More
often than not, they led to the events Kamira foresaw,
as if those events were written by the hand of fate. Over
time, she became seen as a bad omen throughout the
river lands near her home, avoided by almost everyone
except her family. After her brother nearly died in a
fishing accident she couldn’t prevent, Kamira ran away,
hoping to spare the people she loved from pain.
Before Kamira could travel further than a day from
home, she encountered a fisher, Khalet, in a small fishing
village she had never seen before. Khalet, a longtime
Thread member, brought Kamira to Ravel, where
fortune tellers taught her how to interpret and use her
premonitions safely. Today, Kamira tells fortunes using
a combination of dream interpretation and a special
deck of cards, unafraid to share the futures she sees. She
is proficient with fortune teller’s tools (see “Folk Magic
Practices”) and uses a deck of divination to provide
readings. She also occasionally has dreams filled with
premonitions, which she jots down in a book she keeps
under lock and key, noting when, where, and if each has
come true.
Nazin
Nazin (NG half-elf scout; she/her) grew up
learning about herbs and poultices from her
father, a small-town healer, but always craved
adventure over the quiet life. After a traveling
circus troupe, the Fantastical Faire of Fun
Galore, visited her town, bringing their
magic-assisted acts and aerial maneuvers,
she decided to travel with them as a tumbler.
Unfortunately, the circus owner and master
of ceremonies, Fun Galore, was exploitative,
pushing performers past their physical limits
and refusing to put safety measures in place.
Nazin found her calling as the troupe’s
healer, using the skills learned from her
father to patch up their many injuries.
One day, while looking for supplies,
Nazin came across Fortune’s Alley, a shop
on a cart run by Thread member Darel
Allkin, who encouraged her to learn craft
magic. She, along with a few members of
the troupe, left the circus that very night. A
few years later, Nazin was recommended by
Darel to become a Healer’s apprentice, and
was chosen as Healer one year ago. Though
she is responsible for Ravel, Nazin likes to
make deals herself and can often be found in local
markets operating a cart, Fortune’s Corner, with her
apprentices. When characters first meet or encounter Nazin, read
Nazin is a whirlwind of energy, but very shrewd, with or paraphrase the following:
a tendency to ask insightful questions at odd moments.
She feels guilty about the members of the Fantastical
Faire she left behind and has a deep enmity for Fun A young half-elf catalogs the goods in front of her, shifting
Galore. her body between counting, loading, and making notes
with the speed and fluidity of a dancer. She is young
and brown-skinned with a lean build and whistles as she
works, often pausing mid-tune to toss something to one
of the many helpers around her. Each throw is done with
a bit of flourish, as if she has spent time on the stage.
Thread Encounters
d4 Encounter
1 The characters encounter Lakel, one of Healer Nazin’s many apprentices, who has come under attack from local mon-
sters while trying to gather mandrake root for the Thread. Lakel is grateful for the help and asks the characters for help
with the rest of his list. He wants to stand out as a potential replacement for Nazin, so he has volunteered to retrieve
several substances from especially dangerous locations. If the characters help Lakel to gather his items, he gifts them a
craft magic item (see “Craft Magic”) of their choice after he has delivered everything to Nazin.
2 A character repeatedly encounters a sign—birds, a symbol on the ground, a haunting melody—that they can’t shake.
Soon after, they are approached by Kamira Suhan, who tells them they have walked through the ashes of the site of a
terrible fire that killed several members of a family of folk magic practitioners, the Irzoles, who were dealing with poten-
tial ruin after their local Archon declared all folk magic illegal and unethical. Kamira asks the characters to investigate
what truly happened the night of the fire—which they can do by asking neighbors, investigating the scene, or cozying
up to the Archon. In truth, the fire was set by young Pel Irzole, in an attempt to burn the family’s folk magic supplies so
they would start a new business and leave folk magic behind. If Pel is found and confronted with evidence, they confess.
When the mystery is solved, the sign dissipates.
3 Rena Soles, renowned for her skills in making healing salves and love lockets from a small shop in the back room of her
house, hasn’t been seen in six days. A note on her door reads “Back after lunch,” but it has been crossed through in red
ink alongside a symbol locals associate with evil deeds, and a trail of ingredients she uses in her work leads toward the
woods nearby. The Thread has called for help in tracking Rena down and determining what has happened to her, and is
willing to pay in money, supplies, or training.
4 A counter-organization to the Thread, calling itself Stitched, has begun gaining members in communities large and small.
Though the Thread has no problem with others wishing to create their own organization of folk magic practitioners, the
Thread has received word that Stitched is using substandard materials, creating fake folk magic practices, and charging
exorbitant prices for useless training. The Thread is willing to pay to have someone who appears to be unaffiliated with
them to infiltrate the next Stitched gathering, being held in Kikarra, “the City of Charms,” and find proof of the group’s
deception. This request is made by Finch Palaro, who also offers a side job for the adventurers; to discover whether or
not Finch’s curse was the one that killed Kecil, an unfortunate student who died due to an errant curse during Kikarra’s
Cursed Summer.
d6 Ideal
1 Luxury. I like the finer things in life, and my work helps me afford them.
2 Knowledge. I believe the practice of folk magic can help me better understand the world.
3 Pride. I will be the best at what I do. I owe that to myself.
4 Power. If others need my services, they must do what I want.
5 Altruism. I want to help others live the best lives they can.
6 Community. Keeping those around me safe and strong gives me purpose and renown.
d6 Bond
1 No matter how far I travel, I’m always thinking of the first place I called home.
2 I owe everything to the practitioner who taught me their skills.
3 Those I help with my abilities are what keeps me going.
4 I have a rival who I constantly compete with, but secretly admire a great deal.
5 My work brings honor and respect to my ancestors.
6 I feel a kinship to all other folk magic practitioners.
d6 Flaw
1 I exaggerate my abilities and then blame others for my failures.
2 As long as everyone knows my name, I don’t care why.
3 I’m known to fly into rages at the tiniest provocation.
4 I have a secret I would kill to keep—and it wouldn’t be the first time.
5 I’ll let anyone push me around as long as it makes them happy.
6 I spread gossip—including gossip I know is untrue—anytime I’m bored.
by V.J. Harris
“If you can think of it, the Crossroads has it, or someone who
knows where to get it. Just … mind your manners. You don’t
want to end up on the wrong side of the Foscari or the gaze
of Dreamfang.”
—Entropy, local gossipmonger
T
ucked away behind the mouth of a tamed
oversized mimic disguised as an ordinary brick
The Parriarchs
wall, the Crossroads is an extradimensional
marketplace that caters to the exotic needs “If you can’t find it here already, me or one of my kids
of criminals, villains, and adventurers. A traveler who will try to find it for you. But the Foscari way isn’t
knows the frequently changed password (or who is cheap.”
accompanied by an escort who does) can step inside the —Gillia Foscari
mimic’s maw without being devoured, then enter the
The Crossroads is run and protected by the Parriarchs,
portal behind the creature and the criminal marketplace
a criminal gang run by Gillia Foscari (JIL-lee-uh
beyond. Nearly everything can be purchased at the
foh-SCAR-ee) and her family. Before setting up the
Crossroads, from weapons and armor, to forgery ser-
marketplace, the Parriarchs connected fences, smugglers,
vices, to assassinations. But hyperrealistic stone statues
assassins, and other criminals to clients in need of illegal
of people with expressions of fear and defiance warn of
or restricted items or services.
the market’s perils.
When Gillia became the head of the gang, she had
This article presents a location that can be used to flesh
a vision to grow her family’s business by creating a
out the criminal underworld of any fantasy realm, and
marketplace for all criminal enterprises. With help from
which extends into the planes. Access to the Crossroads
the members of a mage circle who owed her favors, she
and to the NPCs and services found there can be given
created the Crossroads. The Parriarchs take a cut from
to the players as a reward for some of their shadier
all sales made in the market, and get the first pick of new
dealings, or they might embark on a quest to gain access
items that appear there. On the rare occasion that one
after learning of the marketplace through criminal
of the merchants in the Crossroads can’t provide for the
contacts.
needs of a customer, the Parriarchs are there to obtain
the item or do the job … at an exorbitant cost, of course.
Foscari Family
Success
Name Pronouns Description Cost
Rate
Gillia She/her This 72-year-old human woman stands 5 foot 11, and has dark brown skin, gray 8,000 gp 90%
curly hair, and a jagged scar across her right cheek that extends to the left side
of her chin. The matriarch of the family, Gillia uses the assassin stat block.
Alessio They/them A 55-year-old half-elf nonbinary individual with dark brown skin and dark 4,000 gp 80%
blonde hair, Alessio is the younger brother of Gillia. They use the gladiator stat
block.
Orsa She/her Orsa is a 35-year-old half-elf woman with pale white skin, light-blonde hair, and 2,000 gp 70%
the top half of her left ear cut off. The eldest child of the family, she uses the
knight stat block.
Zaneta She/they A 23-year-old half-orc genderfluid individual, Zaneta stands 6 foot 1 and has 1,000 gp 65%
light brown skin, a shaved head, and three piercings in her right eyebrow. The
youngest child, they use the veteran stat block.
Assassination Costs
Lifestyle Cost Success Rate Typical Targets
Wretched 300 gp 100% Beggars
Squalid 600 gp 95% Wanted criminals, gamblers
Poor 1,200 gp 80% Unskilled laborers, costermongers, thieves, mercenaries
Modest 2,400 gp 75% Soldiers, skilled laborers, students, priests, self-taught spellcasters
Comfortable 4,800 gp 70% Merchants, skilled tradesfolk, military officers
Wealthy 9,600 gp 65% Merchant lords, chamberlains, powerful landowners
Aristocratic 19,200 gp 60% Politicians, guild leaders, high priests, members of the nobility
Armor Class 16 (studded leather) Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Hit Points 123 (19d8 + 38) target. Hit: 7 (1d8 + 4) slashing damage.
Speed 30 ft. Read Thoughts. Tegan magically reads the surface thoughts
STR DEX CON INT WIS CHA of one creature within 60 feet of her. The effect can penetrate
barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches
11 (+0) 18 (+4) 14 (+2) 19 (+4) 12 (+1) 16 (+3)
of metal, or a thin sheet of lead blocks it. While the target is in
range, Tegan can continue reading their thoughts, as long as
Skills Deception +7, Insight +5, Perception +5, Stealth +8
her concentration isn’t broken (as if concentrating on a spell).
Condition Immunities charmed
While reading the target’s mind, Tegan has advantage on
Senses darkvision 60 ft., passive Perception 15
Wisdom (Insight) and Charisma (Deception, Intimidation, and
Languages Common, Halfling, Undercommon
Persuasion) checks against the target.
Challenge 9 (5,000 XP) Proficiency Bonus +4
Change Shape. Tegan polymorphs into a Small or Medium
Ambusher. Tegan has advantage on attack rolls against any Humanoid she has seen, or back into her true form. Her
creature she has surprised. statistics, other than her size, are the same in each form. Any
Evasion. If Tegan is subjected to an effect that allows her to equipment she is wearing or carrying is absorbed or borne by
make a Dexterity saving throw to take only half damage, Tegan the new form (her choice).
instead takes no damage if she succeeds on the saving throw, Alternatively, Tegan polymorphs into a Beast who has a
and only half damage if she fails. challenge rating of 9 or lower, or back into her true form. Any
equipment she is wearing or carrying is absorbed or borne by
Sneak Attack (1/Turn). Tegan deals an extra 17 (5d6)
the new form (her choice). In a beast form, Tegan retains her
damage when she hits a target with a weapon attack and has
alignment, ability to speak, hit points, Hit Dice, proficiencies,
advantage on the attack roll, or when the target is within 5 feet
and Intelligence, Wisdom, and Charisma scores, as well as this
of an ally of her that isn’t incapacitated and she doesn’t have
action and the Read Thoughts action. Her statistics and capa-
disadvantage on the attack roll.
bilities are otherwise replaced by those of the beast form.
Surprise Attack. The first time Tegan surprises a creature and Tegan reverts to her true form if she dies.
hits them with an attack during the first round of combat, the
target takes an extra 17 (5d6) damage from the attack. Bonus Actions
Cunning Action. Tegan takes the Dash, Disengage, or Hide
Actions action.
Multiattack. Tegan makes three Longsword attacks.
by Sadie Lowry
D
ark forces ensnare a cathedral in “The Last Iahhel (EYE-ah-hel), the Celestial, is the Giocosans’
Seven Notes,” an adventure built around a pride and joy. He can be heard baying along with songs
corrupted lion-like Celestial, and the power and purring when the music fades. A magnificent harp-
of music to heal and connect. The characters like instrument called the soulstrings was built atop the
must explore the cathedral to clear out corrupted spirits, roof so the clergy could play for him, and many came to
save terrified clergy, and weave a song that can restore regard Iahhel as the city’s guardian and patron.
the rampaging spirit to his natural peaceful state. However, even as the clergy works for the good of
This adventure is balanced for four to five 7th-level Giocoso, a fell, pernicious presence has snuck its way
characters. behind the cathedral’s walls. Varadah Zostira (vah-
RAH-dah zohs-TEER-ah), a dragonborn bishop with a
Background soul highly receptive to magic and other planes, recently
began to see unsettling visions and dreams. In those
War, peace, and music are intertwined with the history visions, the lands around Giocoso were littered with
of Giocoso, a city of artisans, musicians, and clergy the corpses of powerful archfiends from the historical
established on a battlefield where holy warriors defeated incursion—and the spirits of these archfiends began to
a devastating fiendish incursion. In the ashes of triumph, torment Varadah. By masquerading as a dead god who
the surviving warriors established the city and built the knew the truth of all things, the spirits led Varadah to
massive Paean (PI-uhn) Cathedral, both as a refuge and dig up “the heart of a god”—a withered fiend heart that
as a sign that evil would never again hold that site. strongly affected her. Corrupted by the heart, she saw
Millennia later, the city flourishes as a haven of art, further visions of the weaknesses of the gods, dreaming
peace, and worship. Those with no religious predilection about their terrible wrath and ancient flaws. And so
can visit and wander its streets, taking in the thriving doubt in her own faith quickly grew.
inspiration of its artisans. And there is music. Gods, but As the fifth anniversary of Iahhel’s arrival in Giocoso
there is music! From communal harvest songs to ballads approached, the clergy prepared a divine song as a
to hymns, Giocoso is alive with music—so much so that ritual that would strengthen their bond to the Celestial
a Celestial lion spirit of music made a home atop the and empower him once played. Six priests meditated to
cathedral a few years ago. receive the last six notes of the song, allowing Iahhel to
Adventure Summary
The characters arrive at Paean Cathedral to see fear and
confusion running rampant. The high priest, Narimae,
asks them to go inside and calm the rampaging Celestial
Iahhel, using the ritual song that the priests were com-
posing. To do so, the characters must collect the last
seven notes of the song. As they explore the cathedral
in search of those notes, the characters fight corrupted
Celestial spirits and aid injured members of the clergy.
They then face Iahhel, claim the final note, and save the
Celestial.
During their exploration and investigation, the char-
acters might also discover that someone betraying the
cathedral is the source of the corruption. What they do
with this information is up to them. As long as the char-
acters calm Iahhel, the cathedral is saved and they have
the gratitude of both the clergy and the heavens.
The half-elf is Narimae Lesyr, the high priest, and the Narimae offers the characters 500 gp each if they can
human woman is Carys Kyr. Carys’s son Ellio is one save Iahhel, and answers any questions she can regarding
of the clergy trapped in the cathedral, and Narimae is their goal:
trying to calm her even while attempting to organize a
response to the situation. • Her own note is D.
Recognizing the characters as either those who • The priests’ ritual prayers were completed in solitude,
responded to her summons to help or as capable adven- their notes recorded privately. Narimae has the first
turers, Narimae quickly explains what’s happened. note. A tiefling choir director named Silence has the
second. A human priest named Anneliese has the third,
a tiefling priest named Theris has the fourth, a young
The half-elf is haggard as she beckons you closer. “Forgive human priest named Rhys has the fifth, and a drow
the … chaotic welcome to Paean Cathedral. I am Narimae, priest named Sarasyne has the sixth. Iahhel has the
the high priest. We have a problem, as you can see. Gods, seventh note—though the characters might have to
where do I start?” fight him to obtain it while the Celestial is in his state
The priest runs a hand through her graying hair. “The of rage.
being you see above the cathedral—his name is Iahhel. A • Once the characters have the completed song, one of
divine spirit of music, and our protector. But he became them needs to play the song on the soulstrings atop
enraged, and then … evil creatures appeared, targeting the cathedral roof. The soulstrings were made to
clergy and worshipers alike. It was so sudden. Our evac- celebrate Iahhel, but the Celestial has been heard and
uation was disastrous, and I’m still piecing together who seen attacking the instrument in its open tower, so the
lived, who died, and who might be inside.” characters must stop him before it is destroyed.
As Narimae watches the predatory movements of the • Narimae is worried about the missing clergy members.
lion-like creature above, her expression is heartbroken. Aside from those who have the notes, she hasn’t been
“I don’t understand what’s happened to him. He doesn’t able to find Carys’s son Ellio, a dragonborn bishop
hear anyone—not even me.” But then she seemingly named Varadah, a gold dragonborn priest named
shakes away her sorrow. “But it has something to do with Ganxor, a dark-skinned elf priest named Tias, and a
our divine song. I’m certain. Look here.” pale human priest named Malia.
• The cathedral is full of corrupted Celestial songbird
Narimae produces a piece of sheet music, wrinkled and spirits, as well as a few other creatures summoned or
stained with a few faded blood spatters. Any character animated as a result of Iahhel’s corruption. The music
who reads Celestial recognizes the name of the piece as spirits are volatile and attack on sight.
On the Wings of Song (play TheLast7NotesUnresolved. • The high priest is desperate to determine what hap-
mp3). Even to characters who don’t read music, it is pened to cause Iahhel’s rampage, but her primary
clear that the last line of the piece is missing the song’s concern is stopping that rampage and clearing the
final notes. cathedral of corrupted Celestials before anyone else is
hurt.
Iahhel
Iahhel is a formidable Celestial, who wields music as a potent magical power against his foes.
Iahhel (Corrupted)
Huge Celestial, Neutral Evil While Corrupted (Neutral Good Normally)
Armor Class 17 (natural armor) Divine Harmony. Ranged Spell Attack: +8 to hit, range 60
Hit Points 105 (10d12 + 40) ft., one target. Hit: 10 (3d6) thunder damage, and Iahhel can
Speed 50 ft., fly 30 ft. expend a song mote to cause the target to become frightened
until the end of the target’s next turn.
STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 18 (+4) 10 (+0) 14 (+2) 18 (+4) Bonus Actions
Discouragement (Costs 1 Song Mote). Iahhel chooses one
Saving Throws Str +9, Wis +6, Cha +8
creature he can see within 120 feet of him who can hear him,
Skills Perception +6, Performance +12
and sings a dispiriting melody. The next time the target makes
Damage Resistances radiant, necrotic; bludgeoning,
an attack roll or saving throw in the next 10 minutes, they must
piercing, and slashing from nonmagical attacks
roll a d10 and subtract the number rolled from the attack roll
Damage Immunities thunder
or saving throw.
Condition Immunities charmed, deafened
Senses darkvision 120 ft., truesight 30 ft.,
Reactions
passive Perception 16
Languages all Distracting Tone. When a creature within 60 feet of Iahhel
Challenge 10 (5,900 XP) Proficiency Bonus +4 casts a spell that requires concentration, Iahhel sings a keening,
painful note. The target must succeed on a DC 16 Wisdom
Seventh Note (1/Day). When Iahhel is reduced to 0 hit saving throw or lose concentration and have the spell fail.
points, he doesn’t die or fall unconscious. Instead, he bellows Iahhel can expend a song mote to impose disadvantage on
out the seventh note (D) as a clear tone and is revitalized by this saving throw.
the corrupting influence that has a hold over him. He regains
105 hit points and three expended song motes, and when he Villain Actions
expends a song mote on a feature that targets a creature, the Iahhel has three villain actions. He can take each action once
target takes an extra 7 (2d6) radiant damage. during an encounter after an enemy creature’s turn. He can
Song Motes. Iahhel is encircled by seven incandescent song take these actions in any order but can use only one per
motes, which he can expend to use or enhance his features. round.
Additionally, if Iahhel fails a saving throw, he can expend a Action 1: Discouraging Chorus. Iahhel carries a disheart-
song mote to succeed instead. ening song. Each creature within 120 feet of him who can hear
him gains the effect of his Discouragement bonus action.
Actions Action 2: Oncoming Despair. Iahhel bellows an ominous
Multiattack. Iahhel makes one Bite attack and two Claw dirge. He moves up to his speed without provoking opportu-
attacks. Two of these attacks can be replaced by a Divine nity attacks and regains three song motes.
Harmony attack.
Action 3: Breaking Dawn (Requires the Seventh Note to
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. be Active). Iahhel unleashes a storm of divine magic. Each
Hit: 10 (1d10 + 5) piercing damage plus 5 (1d10) radiant creature within 60 feet of him must make a DC 17 Wisdom
damage. Iahhel can expend a song mote to make this attack saving throw. On a failed save, a creature takes 33 (6d10)
with advantage. radiant damage and is restrained by Iahhel. On a successful
Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. save, a creature takes half as much damage and isn’t restrained.
Hit: 9 (1d8 + 5) slashing damage, and Iahhel can move the A restrained creature can repeat the saving throw at the end
target up to 5 feet horizontally. of each of their turns, ending the effect on themself on a
success.
Songthief
Medium Celestial, Typically Neutral Evil
Armor Class 15 (natural armor) damage, and the target must succeed on a DC 14 Dexterity
Hit Points 91 (14d8 + 28) saving throw or be blinded until the end of their next turn.
Speed 20 ft., fly 50 ft. Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 12 (2d8 + 3) slashing damage, or 16 (3d8 + 3)
slashing damage if the target is blinded.
12 (+1) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 16 (+3)
Discordant Choir (Recharge 6). The songthief trills a disso-
Saving Throws Dex +6, Cha +6 nant hymn. Each creature within 30 feet of the songthief who
Skills Perception +4, Performance +6 isn’t a Celestial must make a DC 14 Constitution saving throw,
Damage Resistances radiant, thunder taking 16 (3d10) thunder damage on a failed save, or half as
Condition Immunities deafened much damage on a successful one. Each other songthief within
Senses darkvision 60 ft., passive Perception 14 30 feet of this songthief can use their reaction to join the
Languages Celestial hymn, increasing the radius of the effect by 10 feet and the
Challenge 5 (1,800 XP) Proficiency Bonus +3 damage by 5 (1d10) per songthief. Each additional songthief
doesn’t expend the use of their own Discordant Choir action.
Corrupted Cacophony. Creatures within 5 feet of the
songthief have disadvantage on Constitution saving throws to Reactions
maintain concentration. Stolen Voice (2/Day). When a creature the songthief can
hear within 30 feet of them uses an action to cast a spell with
Actions a verbal component, the songthief can steal that spell. The
Multiattack. The songthief makes one Beak attack and one target must succeed on a DC 14 Charisma saving throw or
Talons attack. have the spell fail. The songthief then casts the spell instead,
using the target’s spell attack bonus and spell save DC.
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) piercing damage plus 3 (1d6) radiant
Varadah (Corrupted)
Medium Humanoid (Dragonborn), Chaotic Evil While Corrupted (Lawful Good Normally)
Armor Class 16 (natural armor) Arcane Might. Melee Spell Attack: +8 to hit, reach 5 ft., one
Hit Points 130 (20d8 + 40) target. Hit: 8 (1d8 + 4) force damage, and the target must
Speed 30 ft. succeed on a DC 16 Intelligence saving throw or be dazed
until the end of their next turn.
STR DEX CON INT WIS CHA Gales of Power. Ranged Spell Attack: +8 to hit, range 60 ft.,
12 (+1) 14 (+2) 14 (+2) 18 (+4) 10 (+0) 12 (+1) one target. Hit: 17 (3d8 + 4) force damage.
Songs and Fire (Recharge 5–6). A whorl of discordant music
Saving Throws Int +8, Wis +4
and hellfire swirls out from Varadah. Each creature within 30
Skills Arcana +8, Perception +4
feet of her must make a DC 14 Dexterity saving throw. On a
Damage Resistances cold, necrotic; bludgeoning, piercing,
failed save, a creature takes 16 (3d10) force damage and 11
and slashing from nonmagical attacks
(2d10) fire damage and is pushed up to 10 feet away from
Condition Immunities charmed
Varadah. On a successful save, a creature takes half as much
Senses passive Perception 14
damage and isn’t pushed.
Languages Common
Challenge 9 (5,000 XP) Proficiency Bonus +4
Bonus Actions
Fiend Hearts. Varadah carries three fiend hearts that she can Consume Heart. Varadah destroys one of her fiend hearts.
use to empower her magic using her Consume Heart bonus Until the start of her next turn, she has a +1 bonus to AC, a +4
action. Additionally, if Varadah fails a saving throw, she can bonus to attack rolls, and her attacks deal an extra 5 (1d10)
expend a fiend heart to succeed instead. necrotic damage.
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COPYRIGHT NOTICE portion of this License to include the Authors: Erin Roberts, V.J. Harris, Sadie Lowry, James Introcaso,
exact text of the COPYRIGHT NOTICE of any Open Game Hannah Rose